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Once you find a sprite you want to replace, simply replace the number with it's sprite name:
Once you save, UndertaleModTool will convert it to the name to the numbered ID.
Like
Spr_MachRoll = Spr_PlayerN_Breakdance
and it'll use Breakdance from the spritesheet of Noise for mach roll?
the roll state when Noise jumps after mach
and the slide sprites called
Edit: Dear god I just wanna find the long jump script it's not in grab nor jump, and there's no specific script for it but there is a sprite call for it ughhhhhh
alright cool, it doesn't work if you just set the ID in scr_charcterspr, I think you have to call a sprite index??
Follow up, so like theres sprites for the Noise, but I still have no idea how the came truly calls for them, cause like the scr_characterspr has calls for every sprite, but even when I put a sprite in the spritesheet and try to call that within the game, it still defaults to peppino leading me to believe there is another part to this puzzle oh god
My best estimate of what the game does is call sprite index > searches through scr_characterspr and pulls the ID for that sprite > ???? > Sprite draws?
It's not like just adding a sprite that's missing from the Noise and giving it a sprite id makes it work??
So I wrote this:
fmod_event_one_shot_3d("event:/sfx/pep/groundpound", x, y)
if (sprite_index == spr_poundcancel1)
sprite_index = spr_player_poundcancel2
and made two sprites in the cahacterspr page that were called spr_poundcancel, which should make it two individual, but it didn't maybe I need to declare it as a variable? I don't know.
All the sprites defined in scr_charcterspr are variables like 'state' or 'combo'. Each of these variables has a number that corresponds to the sprite index. This is weird because the variables are written the same you would a regular sprite, spr_idle.
Sprites that are hardcoded directly refer to their sprite like spr_player_idle. This is what the actual sprite is named and you can tell it's a sprite reference because the text will be colored red like objects and other assets instead of light blue like all variables.
So what I think happened is that the dev for some reason just stopped using scr_characterspr to define sprite variables and started using just the regular sprite references. To fix it, I believe you'll have to manually find every sprite reference and replace them with a sprite variable that was defined in scr_characterspr.
So like for the dive cancel. You need to make a variable in scr_charcterspr under Peppino's sprites called something like spr_divecancel1 and set it to spr_player_poundcancel1:
Then you go to wherever its hardcoded, in this case in scr_player_freefall and replace all the sprite references with the new variables spr_divecancel1 and spr_divecancel2.
Now for Noise, you won't have to touch scr_player_freefall again. You can just go to scr_charcterspr under Noise's sprites and create the variables for his sprites:
If you're wondering where you can find all the state functions, they're located in obj_player's step event script. There's a lot of them.
OBJECTS WHO VOID WHAT I AM GOING INSANE, THANK YOU THOUGH, YOU SHOULD HONESTLY PUT OUT A MODDING GUIDE BECAUSE YOU ARE FAR BETTER THAN ANYTHING I COULD FIND
This one? gml_Object_obj_player_Step_0
Also still confused why this code
fmod_event_one_shot_3d("event:/sfx/pep/groundpound", x, y)
if (sprite_index == spr_poundcancel1)
sprite_index = spr_player_poundcancel2 didn't work therotically
Also for the code I'm not sure other than the missing brackets... maybe: